L L4D2node

CCollisionEvent::CCollisionEvent

0x00779ea0 · 405 bytes · __thiscall

_ZN15CCollisionEventC1Ev

Decompiled

undefined (1 param)

/* CCollisionEvent::CCollisionEvent() */

void __thiscall CCollisionEvent::CCollisionEvent(CCollisionEvent *this)

{
  *(undefined ***)this = &PTR_PreCollision_00cb10c8;
  *(undefined ***)(this + 4) = &PTR_ShouldCollide_00cb1118;
  *(undefined **)(this + 8) = &DAT_00cb1134;
  *(undefined4 *)(this + 0xbc) = 0;
  *(undefined4 *)(this + 0xc0) = 0;
  *(undefined4 *)(this + 0xc4) = 0;
  *(undefined4 *)(this + 200) = 0;
  *(undefined4 *)(this + 0xcc) = 0;
  *(undefined4 *)(this + 0xe4) = 0;
  *(undefined4 *)(this + 0xe8) = 0;
  *(undefined4 *)(this + 0xec) = 0;
  *(undefined4 *)(this + 0xf0) = 0;
  *(undefined4 *)(this + 0xf4) = 0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0;
  *(undefined4 *)(this + 0x100) = 0;
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0x108) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x114) = 0;
  *(undefined4 *)(this + 0x118) = 0;
  *(undefined4 *)(this + 0x11c) = 0;
  *(undefined4 *)(this + 0x120) = 0;
  *(undefined4 *)(this + 0x124) = 0;
  *(undefined4 *)(this + 0x128) = 0;
  *(undefined4 *)(this + 300) = 0;
  *(undefined4 *)(this + 0x130) = 0;
  *(undefined4 *)(this + 0x134) = 0;
  *(undefined4 *)(this + 0x138) = 0;
  *(undefined4 *)(this + 0x13c) = 0;
  *(undefined4 *)(this + 0x140) = 0;
  *(undefined4 *)(this + 0x144) = 0;
  *(undefined4 *)(this + 0x148) = 0;
  *(undefined4 *)(this + 0x14c) = 0;
  *(undefined4 *)(this + 0x150) = 0;
  *(undefined4 *)(this + 0x154) = 0;
  *(undefined4 *)(this + 0x158) = 0;
  *(undefined4 *)(this + 0x15c) = 0;
  this[0x164] = (CCollisionEvent)0x0;
  *(undefined4 *)(this + 0x160) = 0;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)